Slick (SWG#8, sidebar, page 42)
Model: Slick
Type: Healing Agent/Recreational Narcotic
Scale: Character
Cost: Unlisted, though probably 100 credits per dose (or more)
Availability: 3; F, R, or X
Game Notes: A single dose of slick can be applied like a medpac in order to treat wounds. Slick causes a euphoric delirium in the patient, and anyone under the influence of the drug must roll a Heroic-difficulty Stamina check or suffer a -1D penalty to their Knowledge, Perception, and Technical attributes for three hours.

Nasrabi's Poisons (SWG#8, sidebar, page 47)
Model: Nasrabi's PoisonsType: PoisonsScale: CharacterCost: Varies, depending on the poison in question (see below)Availability: 3; XGame Notes: Nasrabi's poisons have different effects, depending on which is used (see below). Assume that the duration of the poison is a number of hours equal to the amount that the resistance roll was failed by. Attributes affected negatively by poisons (such as Cripe Oil) cannot reduce the affected attribute below 1D.

Tokhlor Tallow (SWG#8, page 55)Tokhlor are foul-smelling ticks that are thrown upon the ground. On impact, they burst, spraying the area with oil and mucus. Any character standing nearby must succeed at a Dexterity attribute check or fall prone. The difficulty of this roll depends on the surface that the character is standing on: Difficult if the surface is smooth, Moderate (or lower) if standing on sand, gravel, or similar terrain. Until the subject can get away from the slippery surface, all physical actions suffer a -1D penalty. This tallow is also corrosive, and anyone in contact with it suffers damage equal to 1D, plus one additional pip per round of contact.

Kavaavik (SWG#8, page 55)Kavaavik are flightless birds used by the Yuuzhan Vong so that they can see in the dark. When worn, the creature inserts its "spinal needle" into the user's optic nerve, allowing the user to effectively see in complete darkness at a range of up to 500 meters via echolocation. While wearing a kavaavik, the wearer is only able to perceive his surroundings as silhouettes, and cannot view datascreens, scrolls, etc. If the kavaavik is killed while being worn, its host is blinded for 1D rounds while his optic nerve adjusts.

Tzur'qipat (SWG#8, pages 55-56)When activated, a tzur-qipat releases a cloud of smoke. Each round the smoke expands by 25 meters until it encompasses an area measuring 100 meters long by 100 meters wide by 3 meters high. The smoke confers total concealment to anyone within the affected area. Anyone not protected by a breath mask, a gnullith, or a kavaavik suffers from smoke inhalation. A tzur'qipat has a Body Strength of 6D. Each time it is dropped or struck by an attack, there is a 2 in 6 chance that it activates.

Blast Bug (SWG#8, page 56)
Model: Yuuzhan Vong Blast BugType: Organic WeaponScale: CharacterAmmo: 1Cost: Not available for saleAvailability: 4, XFire Rate: 1Range: 1-6/20/40Blast Radius: 0/1/2
Damage: 4D/3D/2DGame Notes: Like a thud bug, a blast bug is released, and guides itself towards its target with an attack skill of 5D. Unlike thud bugs, blast bugs explode when they come close to their targets. If the wild die on the bug's initial attack roll results in a "1," the bug is a dud, and will not explode. Instead, it will act as a thud bug until destroyed or recalled.

Snap Bug (SWG#8, page 56)Model: Yuuzhan Vong Snap BugType: Organic WeaponScale: CharacterAmmo: 1Cost: Not available for saleAvailability: 4, XFire Rate: 1Range: 1-6/20/40Damage: SpecialGame Notes: Snap bugs operate like thud bugs, but are designed to blind and/or stun a target. Anyone hit by a snap bug must succeed at a Moderate Dexterity check to avoid being blinded for 1D rounds. The target must also succeed at a Difficult Strength check or be considered stunned for 2D+2 rounds.

Fire Spitter (SWG#8, pages 56-57)
Model: Yuuzhan Vong Fire SpitterType: Combat ImplantScale: CharacterSkill: Missile Weapons: Fire SpitterAmmo: UnlimitedCost: Not available for saleAvailability: 4, XFire Rate: 1/3Range: 0-1/2/4Damage: 3D+1Game Notes: This implanted organism can spew a stream of flaming biomatter at a single target once every three rounds. On a successful hit, the creature inflicts 3D+1 damage. If the attack's wild die results in a "6," the target catches on fire, suffering an additional damage roll each round until the flames are extinguished. Each time this attack is used, the fire spitter's host suffers 2D of damage. Alternately, the fire spitter can spray a mist of sticky, flammable droplets over a 2x2 meter area twice every 24 hours. If exposed to flame (from the fire spitter, a blaster bolt, etc.), the film created by these droplets will ignite instantly. Anyone standing within this area is set on fire, suffering 3D+1 damage per round until the fire is put out.

Galaxy's Most Wanted: Luke Skywalker, Jedi Master (SWG#8, page 98)

NPCs 

Luke Skywalker (SWG#8, page 99)Statistics for Luke Skywalker are available in many of WEG's Star Wars supplements, and these should take precedence over those presented in this article.

The University of Sanbra Guide to Intelligent Life: The Priapulin (SWG#8, page 102)

Alien Species 

Priapulin (SWG#8, page 103)
Average Priapulin. Dexterity 2D, Knowledge 2D+2, Mechanical 1D, Perception 2D, Strength 2D+1, Technical 2D.
Home Planet: PriaAttribute Dice: 12DDEXTERITY 1D/4DKNOWLEDGE 1D+2/4D+2MECHANICAL 1D/3DPERCEPTION 1D/4DSTRENGTH 2D/4D+1TECHNICAL 1D/4DSpecial Abilities:Amphibious: Priapulin breathe both water and air, and receive a permanent +3D bonus to all Swimming skill checks. They have difficulty functioning in dry conditions, and suffer a -3D penalty (to a minimum of 1D) to all Dexterity, Perception, Strength, and skill rolls.Low-Light Vision: Priapulin can see twice as far as a normal human in poor lighting conditions.
Pacifist Philosophy: Because of their peaceful natures, Priapulin have a natural affinity for dealing with members of all species. As such, they gain a +2 pip bonus to all Bargain, Investigation, and Persuasion skill rolls.Story Factors:Pacifists: The Priapulin are a species that strives for peace above all else. As such, they are rarely given to anger, and even under the most extreme circumstances, they will not engage in combat. Beginning Priapulin characters are restricted from taking any combat-related skills during character creation.Move: 6/8 (land), 15 (in water)Size: Up to four meters long

- Adventure Articles -

Hive of the Infidel (SWG#8, page 78)

Equipment 

Vonduun Crab Armor (SWG#8, sidebar, page 79)A wide variety of vonduun crab armor is available, and the quality is based on the wearer's rank. The three types detailed in this article are listed below.

Yuuzhan Vong Cuffs (SWG#8, page 79)These small creatures are used by the Yuuzhan Vong as restraint devices, and are locked around humanoid wrists much like regular handcuffs or binders. Anyone attempting to escape can roll a Security skill check, with a Heroic +15 difficulty. On a failed roll, the cuffs tighten painfully, inflicting 1D of damage. If attacked, the creature has a Body Strength of 2D, and an armor bonus of +3D. If not killed in a single attack, the creature will tighten its grip, inflicting 2D damage per round until dead.

Nashtah (SWG#8, page 93; AA, page 38)
Dexterity 3D+2
Perception 5Dsearch 6D
search: tracking 6D+2Strength 4Dclimbing/jumping 7DSpecial Abilities:Barbed Tail: Does Strength +2 damage.Bite: Does Strength +1D damage.Claws: Do Strength +2 damage.Exceptional Reflexes: Nashtah gain a +1D bonus to all Perception rolls made to determine initiative.Leap Attack: A nashtah can leap at a target up to 10 meters away while attacking with each of its six claws. Treat this like a ranged attack (range: 1-3/6/10), with the nashtah's jumping skill rolled to determine a hit. If successful, the nashtah can make six claw attacks against the same target, subtracting -1D for the first two attacks, -2D for the second two, and -3D for the last two. The nashtah can do nothing else in that round, including dodge.Move: 20Size: 1.5 meters long.

Vaynai Pollinators Swarm (SWG#8, page 94)Dexterity 4D
Perception 1D
search 3DStrength 1D+2Special Abilities:Sting: The collective sting from the swarm, if successful (use the swarm's Dexterity roll for the attack), is painful. Anyone successfully stung must make a Moderate difficulty Strength check, or suffer 3D+2 damage from the swarm's venom.Swarm: Treat the entire swarm as a single creature. All damage done to the swarm is reduced by 15 points before being applied. When reduced to Incapacitated (or worse), the swarm will retreat.Move: 15 (flying)Size: Medium-sized (the swarm, not the individual insects)